Chivalry: Medieval Warfare

An incredible milestone has been reached, Chivalry: Medieval Warfare has sold over 1.2 million copies in just 9 months! To celebrate this milestone, Torn Banner studios has added character customization to Chivalry by way of a new update.

Chivalry: Medieval Warfare has now released CU1 Patch 2! This was a month and a half long process of updating and testing on our beta app, so we're happy to finally get this released to the live game.

Bugs Fixed:

Flinch not applying during weapon swap (will apply AFTER you swap weapons).Counterattacks made off of feinted alt-swings transitioning into alt-swings.Kick stun applying during shield drop rather than only active block.Release flinch desyncing near the end of release.Shields being able to exploit tap block to bypass deflected/parried state.Projectile stickies not showing.Pole Hammer sprint attack not moving you forward.Several ballistae bugs.Assists not being awarded properly.Alt slash tracers for fist firing upwards.Projectile speed being influenced by framerate.Alt swing infinite combo.King instantly respawning after death.Random class assigning players to classes over the max amout on class-limited servers.Vertical turn rate being uncapped in a windup or combo.Tapping shield block when out of stamina not applying special daze properly.Sling sometimes firing at minimum windup when the attack button is being held down.Javelin and flail shield punch attacks using weird tracers.Sprint causing you to slide forward during dodge and reload animations.Light crossbow becoming unable to fire.Rank limits not working for rank 0.Removed some potentially abusive console commands.Third person flinch animations playing on friendly fire despite friendly fire not causing flinch.Respawn timer forcing you to the next wave if your spawn timer expires while you're in class or weapon select.Special daze when an out of stamina player blocks a projectile.Server request allowing hackers to spawn as a king.Dodging while dazed or special dazed.Release flinch working on allies.Players being able to bypass forced respawns by entering a siege weapon."Hiding spot" in the lake on Moor.Infinite objective points from burning a certain house repeatedly on Stoneshill.Players floating into the air if they're kicked while jumping.Possible desync when trying to combo with insufficient stamina.Possible desync with counterattacks ("fake counterattacks").Shield hitbox for inactive shields counting as headshot damage for melee weapons.Sprint speed not resetting when flinched with toggle sprint active.Server filters sometimes requiring a reset to change.HTML tags in player names.Vanguards being unable to throw torches with sprint attack readied.Lead balls not being able to fire after refilling ammo.Crouch-jumping getting you stuck in crouch.Queued shield blocks not having a capped turn rate.

Mechanics:

Kick and shield bash hit detection now uses proper tracers and is more precise when on uneven terrain or against moving targets.Kicks have a 1 second cooldown.Charge system for kicks/shield bashes - tapping kick will perform a quick knockback and daze with no damage and a lower stamina cost, holding kick will do a slightly slower damaging kick with the ability to stun shield users.

Attacks cannot be feinted in the last 200 ms of windup (attack grunt will play at the start of this window).Unable to parry for .4 seconds after a combo feint.Combo feint stamina cost from 15 to 20.Parries can now be combod into from an attack release the same way as attacks are combod, for 10 stamina.Now able to parry in attack recovery - costs 25 stamina and does not allow counterattacks.

Being hit while wielding a ranged weapon no longer flinches, only cancels the attack.Ranged weapons can be swapped away from or have their attack canceled at any time.

Chase boost now only activates against enemies with their backs turned.Chase boost activates from further away.

Bonus stamina regeneration from crouching removed, base stamina regeneration increased.New stamina drain values and absorption rates for all weapons (average stamina loss on parry generally lower, min-max values from 7-35 to 8-25)A wheezing sound now loops when a player is under 30% stamina.Out of stamina grunt will play when you try to perform an action you don't have enough stamina for, rather than when you swing with 0 stamina.

Alt swings have a .1 longer windup.Special daze length from 1.5 to 2Flinch for twohanders is now 1.1 instead of .8After being flinched or parried, sprint is disabled for .5Buckler animations redone to block less screen space.When a match ends, the game no longer freezes. The losing team (or all players but the winner in FFA) are switched to fists.Enemies have slightly larger collision than allies.

Archer:

Broad and Thrust Dagger size increased by 20%Hunting Knife size increased by 40%Thrusting Dagger overhead damage from 45 to 50 and stab from 40 to 45Saber slash release from .4 to .375 combo from .6 to .575 and damage from 40 to 45Saber overhead windup from .45 to .4 release from .4 to .35 and damage from 45 to 55Saber stab windup from .4 to .45 and release from .4 to .35

Javelin shield punch attacks windup/release/recovery all .35/.3/.5.Short spear stab windup/release/recovery from .45/.3/.55 to .4/.3/.5 and damage from 45 to 50Javelin stab windup/release/recovery from .4/.3/.65 to .425/.325/.55 and damage from 55 to 60Heavy Javelin stab windup/release/recovery from .5/.35/.7 to .45/.35/.6 and damage from 60 to 70Javelin throw windup from .4 to .6Javelin reload from .9 to .6Small spear throw windup from .3 to .5Small spear reload from .8 to .5Heavy javelin throw windup from .5 to .65Heavy javelin throw recovery from 1 to .65

Crossbow projectile speed from 7500-8000 to 8500-9000Crossbow reload from 3.5 to 3Light Crossbow projectile speed from 7000-7500 to 8000-8500Light Crossbow reload from 2.5 to 2Heavy Crossbow projectile speed from 8500-9000 to 9500-10000Heavy Crossbow reload from 4.5 to 4Crossbow head multiplier reduced to 1.75x from 2x (Heavy Crossbow will still one shot Knights to the head, but normal Crossbow will not)

Longbow movement speed when drawn from 60% to 75%Shortbow movement speed when drawn from 75% to 90%Bodkin Arrow damage type from Pierce to PierceBluntShortbow Broadhead damage from 55 to 60Shortbow Bodkin damage from 55 to 62Longbow Broadhead damage from 75 to 83Warbow Broadhead damage from 105 to 100Warbow Bodkin damage from 105 to 116

Sling reload from 1 to .75Pebble minimum windup from .5 to .3Pebble minimum damage from 25 to 30Pebble max damage from 45 to 50Lead ball minimum windup from .7 to .6Lead ball max damage from 55 to 70Lead ball minimum damage from 30 to 25Lead ball ammo count from 20 to 25

Man-at-Arms:

Dodge speed reduced by 10%.3 cooldown on dodge.Dodge disabled during windup and release.Attacking disabled for the first half of dodge (attacks will queue instead.)Base speed increased by 10Sprint acceleration increased by 33%Firepot damage from 7 per second to 6 per second.Firepot ground fire now ignites players who walk over it for 2 seconds.

Holy Water Sprinkler overhead windup/release/combo from .4/.4/.7 to .375/.35/.6Holy Water Sprinkler slash release from .45 to .4 and combo from .7 to .6Holy Water stab windup from .3 to .35 and recovery from .4 to .5Flanged Mace stab windup from .3 to .35.Flanged Mace slash damage from 65 to 64

Quarterstaff counts as onehanded when calculating attack stamina costs.Quarterstaff slash windup from .425 to .4 combo from .65 to .6 and damage from 40 to 45Quarterstaff overhead windup from .45 to .425 combo from .65 to .6 and damage from 45 to 50Quarterstaff stab damage from 40 to 45

Vanguard:

Sprint attacks sped up by about 20%.All sprint attack damage values set to 100.Increased weapon knockback on all primaries.Sprint attack key can now be rebound.Smoke throw windup from 1 to .6

Claymore slash windup/release/combo from .5/.55/.65 to .475/.45/.625 and damage from 75 to 60Claymore overhead windup/combo/release from .55/.675/.55 to .475/.625/.45 and damage from 85 to 70Claymore stab windup/combo/release from .65/.65/.45 to .55/.625/.4 and damage from 70 to 65

Bardiche slash windup/combo/release from .55/.7/.65 to .6/.75/.6Bardiche overhead release from .7 to .6 and damage from SwingBlunt to SwingBardiche stab windup from .65 to .5 and release from .5 to .4Polehammer slash damage from 70 to 80Polehammer overhead damage from 75 to 105Polehammer stab damage from 65 to 72Polehammer overhead windup from .675 to .625Polehammer slash and overhead combos from .8 to .75

Spear slash windup/recovery from .6/.7 to .425/.625 and damage from 40 to 30Spear overhead windup from .7 to .725 and recovery from .75 to .725Spear stab windup from .6 to .575, recovery from .725 to .65 and damage from 60 to 55Fork slash windup/release/recovery from .5/.6/.7 to .4/.375/.6 and damage from 35 to 25Fork overhead recovery from .75 to .7Fork stab windup from .5 to .475 recovery from .725 to .65 and damage from 58 to 50Brandistock slash windup/release/recovery from .6/.6/.7 to .45/.45/.65Brandistock stab windup/release/recovery from .7/.4/.725 to .55/.35/.65 and damage from 60 to 65Brandistock overhead damage from 90 to 95(Not technically a Vanguard weapon, but close enough:)Flag slash windup/release/recovery from .7/.65/.8 to .5/.45/.7Flag overhead windup/release/recovery from .8/.55/.85 to .75/.5/.8 and damage from 58 to 70Flag stab windup/release/recovery from .75/.5/.825 to .6/.4/.65

Knight:

Resistance to blunt reduced by 1% (Mace 2-shots Knights with overhead headshots, Maul 1-shots Knights with overhead headshot)Knight swords now usable one-handed without a shield. Pressing "1" toggles between 1 and 2 handed, "3" toggles between shield and no shield.

Longsword overhead damage from 85 to 82Longsword stab damage from 65 to 61Longsword overhead windup/combo/release from .5/.65/.65 to .525/.675/.6Longsword slash combo from .65 to .675Sword of War overhead damage from 75 to 70Sword of War stab damage from 75 to 68Sword of War slash release from .6 to .525 and combo from .65 to .675Sword of War overhead release from .6 to .525 and combo from .65 to .675Sword of War stab release from .35 to .4 and combo from .65 to .675Messer slash windup from .55 to .525 recovery from .9 to .8 and damage from 85 SwingBlunt to 99 SwingMesser overhead combo/release/recovery from .75/.65/.85 to .7/.6/.8Messer 1H slash release from .45 to .4 and damage from 70 SwingBlunt to 80 SwingMesser 1H overhead combo from .75 to .7

Double Axe size increased 20%Double Axe slash combo from .8 to .7 and damage from 85 to 90Double Axe overhead combo from .8 to .7 and damage from 95 to 115Bearded Axe slash windup/release/recovery from .425/.55/.8 to .475/.45/.7Bearded Axe overhead windup/release/recovery from .425/.5/.8 to .475/.4/.7Bearded Axe overhead damage from 87 to 90

Grand Mace slash damage from 90 to 80Grand mace overhead windup from .5 to .525Maul slash windup from .7 to .65 and recovery from 1.2 to 1.1Maul overhead recovery from 1.2 to 1.1 and damage from 125 to 132

Flail slash windup from .55 to .5 release from .55 to .5 and damage from 55 to 60Flail overhead release from .55 to .4 and damage from 65 to 70Heavy Flail slash windup from .6 to .55 release from .6 to .55 and damage from 65 to 70Heavy Flail overhead release from .6 to .45 and damage from 70 to 75